// GTY

#pragma once

#include "CoreMinimal.h"
#include "AbilitySystem/Abilities/AuraGameplayAbility.h"
#include "AuraEntourage.generated.h"

/**
 * 
 */
UCLASS()
class AURAGAME_API UAuraEntourage : public UAuraGameplayAbility
{
	GENERATED_BODY()
protected:
	virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData);

	UFUNCTION(BlueprintCallable,Category="Projectile")
	void AuraSummon();

	UPROPERTY(EditDefaultsOnly, Category="Summoning")
	TArray<TSubclassOf<APawn>> MinionClasses; //召唤生成的角色类

	UFUNCTION(BlueprintPure, Category="Summoning")
	TSubclassOf<APawn> GetRandomMinionClass(); //获取随机的召唤物类
};
